With the new realse of Socom: Fireteam Bravo fastly aporaching i thought i'd post some stuff about it-

Freedom is on the march throughout the world. Defend America and her allies and promote freedom’s advance with a secret subset of the most elite and deadly fighting force on the planet. Tomorrow’s historic moments are today’s intense battles. Wherever freedom is threatened…the SEALs are there.
SOCOM: U.S. Navy SEALs Fireteam Bravo First-LookThe SEALs get streamlined for a new adventue on the PSP.Instead of the four-man team of the console games, Fireteam Bravo has just two SEALs. This helps to streamline the action so that players can focus more on the action and also so that the game is more of a pick-up-and-play experience than the console games which can require a fair share of strategy. This other member will still have the same orders as in the other SOCOM games, but with just one person it's easier to manage. That's not the only change, though, since the SOCOM experience has had to tweak its style of play for a device that has fewer buttons and only one analog controller. With no right analog controller there is no possibility of moving the camera around and moving at the same time. The regular movement in the game is taken care of with the analog controller where up and down are forward and back and pushing left and right will turn the character. By holding down the left shoulder button it's possible to strafe left and right. And since this configuration is more attuned for a platformer than a shooter, the right trigger is used for locking on to a target. Playing through the game is not just a matter of holding the lock-on button and shooting, however. When a target is locked onto the aim starts out at the center of mass of the target and will then move on up to the head, but the speed of the aiming is affected by how fast the SEAL is moving and in what position he's in. Running around is the worst way to shoot as this will keep the aim on the centr of mass while lying prone on the ground is the best for headshots. Of course, it will still be possible to go into first-person view to take direct aim at a target. Even with the controls to take care of the movement and an auto-aiming system there is still the need to take a look around sometime and this is currently being done by tapping right on the d-pad to initiate a free look mode. Of all the buttons, this is the hardest to hit while playing the game since the thumb needs to move back and forth to do it, but after a few minutes of walking around and taking down terrorists we realized that it's possible to use the auto-aim to look at targets and that it gets to be easy to pull off anyway.
The rest of the controls are simple to pull off with the same controls for swapping weapons, firing guns, or changing stance from standing to crouching to prone and back the other way as the console games. After just a little bit of fumbling about and accidentally shooting a hostage (whoops) it's surprisingly easy to get the hang of the old controls with the use of the shoulder buttons to navigate the world and kill the enemies. Pretty impressive for a title that's still early in its development cycle. The level that we played was in some docks where we had to run around some objects, carefully go through doors, and watch out for a couple of snipers up on some towers. It may have been a simple layout, but it showed off some of the different strategies that will be in the final gameplay. We were able to sneak around corners to snipe some enemies from afar as well as just run around corners and surprise someone with several rounds from a machine gun. It's definitely a different experience from the console games, but it still retains a lot of the feel and could very well be a viable side adventure for the other adventures on top of being a solid PSP title. After a little bit of time with the demo we still wanted to play some more, but were told that we'd have to wait a little while so that things like, oh, complete missions could be put in to take care of. Seeing the demo running is already looking very good and now there's just the task of telling a story with lots of terrorists and crosstalking it with another game. No sweat. Zipper has delivered before and they should be able to handle this challenge as well. If all of this is still not enough SOCOM information for you, then just wait a few hours. Later on today we'll have some more information about Fireteam Bravo's close relative, SOCOM 3. You want multiplayer information? You'll get it. I will be remaking this clan on Socom:Fireteam Bravo so save up for them PSP boys!